1:03:17handmade_sort.cpp: Correct the sense of BothZSprites in IsInFrontOf()

1:03:17handmade_sort.cpp: Correct the sense of BothZSprites in IsInFrontOf()

1:03:17handmade_sort.cpp: Correct the sense of BothZSprites in IsInFrontOf()

1:03:31zouchk42 You always do == float comparisons. How can you ensure those will ever return true because of float precision?

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1:03:31zouchk42 You always do == float comparisons. How can you ensure those will ever return true because of float precision?

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1:03:31zouchk42 You always do == float comparisons. How can you ensure those will ever return true because of float precision?

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1:05:01longboolean In the Y overlaps Z case, what about cliff sides that are holding up the ground sprites (so elevated ground isn't just floating there)? Would that cause an issue with anything?

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1:05:01longboolean In the Y overlaps Z case, what about cliff sides that are holding up the ground sprites (so elevated ground isn't just floating there)? Would that cause an issue with anything?

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1:05:01longboolean In the Y overlaps Z case, what about cliff sides that are holding up the ground sprites (so elevated ground isn't just floating there)? Would that cause an issue with anything?

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1:05:20Blackboard: Breaking problematic sprites into two pieces

1:05:20Blackboard: Breaking problematic sprites into two pieces

1:05:20Blackboard: Breaking problematic sprites into two pieces

1:06:37mvandevander I literally did the "float ==" thing last week and considered it acceptable for that exact reason, because I was just checking if a value had just been set by me to an exact value on the previous frame or whatever

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1:06:37mvandevander I literally did the "float ==" thing last week and considered it acceptable for that exact reason, because I was just checking if a value had just been set by me to an exact value on the previous frame or whatever

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1:06:37mvandevander I literally did the "float ==" thing last week and considered it acceptable for that exact reason, because I was just checking if a value had just been set by me to an exact value on the previous frame or whatever